Hey there I finally came out with this ... after a while. A highly improved version of the Telos plateau sidequest I did before, now with the required-logical entrance to the polar academy in search for holocrons, better dialogs, etti reskining, more items to collect, etc etc.

Here is everything about it in the readme, hope you enjoy and I expect comments, critics, suggestions or maybe just something like "I hate this man" ...

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A Knights of the Old Republic II The Sith Lords mod
by GeorgNihilus (aka FrantFire)
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1. Description
2. Improvements from 1º version
3. Installation
4. Known Bugs
5. Tips and how to play
6. Reporting Bugs and Suggestions
7. New items
8. Additional experience XP won
9. Distribution and usage notes
10. About screenshots and how to improve dlgs
11. Credits and Thanks

1. DESCRIPTION

This mod will add a hour gameplay or so with an optional sidequest to TSL, starting and ending at Nar Shaddaa (or ending at Telos according to dialog) but developing mainly at the Telos’ polar plateau. I always wanted to come back to the polar plateau so here you have a chance …
Someone else knows about Atris’ jedi artifacts and is intended to steal some of them from the Jedi’s master hands …
The mod is fully voiced and includes journal entries.

2. IMPROVEMENTS FROM 1º VERSION

1) Etti woman skin turned to a bluish tone as suggested.
2) Improved deeper dialogs with a more serious approach, more options available and party members interventions plus the chance to decide the hunter’s destiny, and yours.
3) Options to abandon the dialog/s and retake them at any time.
4) Added a pair of Lightning Gloves as pickable items. These gauntlets are difficult to achieve in game due to their cost.
5) Added a single Westar-34 blaster pistol as collectable item.
6) Mod extended play to level 22 inclusive now.
7) Party members increased-decreased influence according to dialogs.
8) Entrance to the academy in search for relics … finally … and ‘maybe’ something else according to your decisions.
9) darkside-lightside points added according to choices

3. INSTALLATION

This mod uses the TSLPatcher for easy installation. Double-clic on the TSLPatcher.exe and follow the instructions. When asked for the game folder, choose C:\ProgramFiles\ LucasArts\ SWKotOR2 or the like, not Override folder.
NOTE: Some files have been set to overwrite as they’re needed to play the mod; backups will be made in the backup folder just in case, like file 301twin.dlg (which fires the quest), k_222area_enter.ncs (onEnter script level 222) or grenn.dlg (Lt. Grenn dialog), contact me if a mod of yours uses some of these files (for 301twin.dlg compatibility, type spawn_senemas to the Script #1 or Script #2 field of any node of the 301twin.dlg and save). If you had installed 1º version of this mod, installer will overwrite old files and make backups in backup folder (where TSLpatcher is run from).
Also, if you installed 1º version of the mod, files 612dan.mod and 265tel.mod in Modules folder have been set to overwrite, so if you have modified any of my files inside those modules, backup them or use the TSL patcher backup when overwritten. You must edit them for compatibility with my new modules anyway (if you’ve changed something, like the etti’s head texture i.e.)

4. KNOWN BUGS

Only one I know, don’t save your game inside the cave, when you reload this savegame it jumps to the plateau module again instead of loading for some reason. Sometimes when you exit and immediately re-enter (willingly or not) the cave module the game crashes to desktop; so to skip this bug/s just SAVE YOUR GAME ONCE YOU’RE IN THE POLAR PLATEAU IN ANY CASE. It’s a quite short time module to explore so you will be able to play fine and reload if you … die. Anyway there’s an automatic saved game when you enter the cave module.
Also, DON'T call the party members screen inside the cave or same bug will occur (undesired exit to the plateau).

5. TIPS AND HOW TO PLAY

DO NOT READ THE 2º PARAGRAPH OF THIS SECTION IF YOU WANT TO FIGURE THINGS OUT FOR YOURSELF! (spoilers)

1) You need a savedgame before first arrival to Nar Shaddaa or otherwise before entering the Entertainment Promenade module. After the twin-suns cutscene with the Exile heading to the promenade a devaronian (Senemas) will show up (close to rodian Geeda and Promenade entrance). Talk to him to start the quest. Although it’s a mod fully integrated into the game storyline, it’s a sidequest, so you can quit it whenever you want. Check the journal for guidance. The quest can be completed ONLY UNTIL LEVEL 22 INCLUSIVE of your PC, since your arrival to Nar Shaddaa.

2) After talking to devaronian Senemas, go to the Ebon Hawk landing pad. To the left from the path you come walking from you will find Senemas’ protocol droid, T9F3. Talk to it if you want to travel to the Telos’ polar plateau right there (or do it later, BEFORE reaching level 23). Once on the plateau, far away you’ll see a sort of steam vent; head to it and interact with R key. That’s what you’re looking for … (I’m not telling what to do here, find by yourself).
Once you are done in the hidden cave and/or Atris’ academy, exit to the plateau (there are 2 ways to exit the academy). DON’T ENTER THE CAVE AGAIN JUST FOR FUN OR IF YOU WANT TO COLLECT SOMETHING ELSE, RELOAD & REPLAY IN THAT CASE to avoid the aformentioned bug. From there you need to travel back, but how? find a transmitter left by your crew when you arrived before, it will be behind the crashed shuttle, close to the chasm. Interact with it (R key) and voilà.
Once you’re back at Nar Shaddaa, Senemas might be interested in how things turned out … right?

6. REPORTING BUGS AND SUGGESTIONS

I'm not naive. Maybe I’ve missed bugs in this mod, and I'm willing to correct them. If you find any you can contact me here:

Contact me if any of you know how to fix the savegame problem inside the cave. Maybe a .git or .are module issue, I can’t figure it out yet. Or if you are just stucked; it’s pretty simple anyway.

7. NEW ITEMS

If you don’t have Inyri’s Forge Jango Fett styled Westar-34 pistols mod installed, you’ll find this brand new model of blaster available then (only one pistol). Installer will overwrite Inyri’s pistol uti file with this version if you have her mod (this mod version is less powerful than Inyri’s original pistol), so, if you want to keep Inyri’s properties for the blaster copy back to override folder from the “backup” folder the original file (westarpistol.uti) overwriting “my” Override westarpistol.uti file.
You will find also Q’Anisum’s sword based on an existing game model (vibroblade), and an absorption visor (a_helmet_29.uti) an item normally unavailable in-game unless you cheat (cost: 60000!!). I reduced its cost & properties anyway so don’t dream about some sort of holidays trip to Coruscant or something by selling it …
Finally added a set of lightning gloves for improved unarmed melee combat, with decreased electrical damage and cost.

8. ADDITIONAL EXPERIENCE WON

You will gain about 7300 or more XP points ONLY if you finísh the sidequest by killing the etti inside the cave, or between 1200 and 2600 XP if you get inside the academy according on how much you kill. Additional experience gained can be removed through KSE editor (to avoid leveling-up too soon).

9. DISTRIBUTION AND USAGE NOTES

You may not distribute this archive to any other site without my authorization. It takes time and effort so if you would like to use any part of it in a mod I’d appreciate if you contact me first. Besides that, use the source scripts included in same Override and modules folders in any way you like without my permission. For REAL help about scripting you should ask a SCRIPTER with all the letters you know …

10. ABOUT SCREENSHOTS AND HOW TO IMPROVE DIALOGS

In uploaded screenshots you will see a red-black beam in Q'Anisum's lightsaber, that won't be installed in your game, it's just a texture I'm using in my game. So you will see her with a regular g_w_lghtsbr07 bronze lightsaber, unless you've changed it too?
Finally, there are only 4 or 5 dialog nodes without lips animations and voice (handmaiden and Visas lines), if you want to improve the mod you can at least add mute lip animations to those nodes. I don't have permission to upload the lip files here so I'll only suggest the mod that contains the files if anyone interested, here's the link:

this mod, The Jedi Masters for Kotor, installs 3 mute lips to Override folder: gblsill002.lip, gblsill003.lip and gblsill001.lip. Type them in the correspondent dialog nodes (write them when you play) to do the Handmaiden and Visas "talk" their lines but without voice.
Note: if this operation of suggesting mods is not allowed here, you can delete for me this section 10 of this readme or ask me to fix-reupload the readme. Thanks.

11. CREDITS AND THANKS

Thanks to everyone at Holowan Laboratories, where I’ve received so much help. I would also like to thank Inyri Forge for allowing me to insert-edit her Westar blaster pistols into this mod, and to all the tool makers for the KotorTool (Fred Tetra), the TSL Patcher (Stoffe), the GFF editor, tk102 DLG Editor and so on, and everyone else I might forget …

As long as RCM don't have modules named like mines (check my modules in tslpatchdata folder), it should work.
Also, check for the OnEnter script mentioned in Readme and the other files finally installed to Override, which are very few actually. Do a fake installation just in case.

Even having files with same name in an RCM Override (like 301twin.dlg or k_222area_enter.ncs) it will be very easy to edit those files to make them compatible, I included all the source nss files in the pack.

I can, but not this week I guess ... I'll send u a PM when I'm done with it ... if u know how to use kotortool, maybe u can do it yourself. Just open each .utc file of my pack and increase considerably the Statistics, Skills and Feats tabs to level 30.

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Originally Posted by SITH LORD 872

I tried adding the mod, with the link you have above, It says it has been removed?

As long as RCM don't have modules named like mines (check my modules in tslpatchdata folder), it should work.
Also, check for the OnEnter script mentioned in Readme and the other files finally installed to Override, which are very few actually. Do a fake installation just in case.

Even having files with same name in an RCM Override (like 301twin.dlg or k_222area_enter.ncs) it will be very easy to edit those files to make them compatible, I included all the source nss files in the pack.

hope that helps

For some reason, your mod has been included to a list that contains mods that are definitely incompatible with TSLRCM: